AOS: Transsib 1914 <v16>

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The Bison King
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Re: AOS: Transsib 1913 <v7> p1,4 - let's go again!

Post by The Bison King »

What's going to be the neutrals situation on the stations?
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natty dread
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Re: AOS: Transsib 1913 <v7> p1,4 - let's go again!

Post by natty dread »

Probably 3 for transsib and 2 for others. Industrial centers will have 3 as well.
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Re: AOS: Transsib 1913 <v7> p1,4 - let's go again!

Post by natty dread »

[bigimg]http://img217.imageshack.us/img217/9849/transsib2.png[/bigimg]
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theBastard
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Re: AOS: Transsib 1913 <v7> p1,4 - let's go again!

Post by theBastard »

?

I very like look of Orient Express map and the last version of Transib posted in the first post has similar look. I think that both maps of this pack (Railways) could have similar look.
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Re: AOS: Transsib 1913 <v7> p1,4 - let's go again!

Post by Evil DIMwit »

Cohesion's generally good but this new version is much prettier than the old one.
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Re: AOS: Transsib 1913 <v7> p1,4 - let's go again!

Post by natty dread »

Thanks for opinions.

I'm currently moving into using GIMP, and am still practicing to use it effectively. I posted the unfinished image to give some update on my progress.

For those who are wondering why am I now using GIMP when I've been a big supporter of Paint.net in the past... there are two reasons: Paint.net lacks support for pen tablets and pressure sensitivity, and also, Paint.net is eventually going to drop support for windows XP. Even though almost 50% of the user base still uses XP. Well, maybe it makes sense to the Paint.net developer, but I'd rather use software which is developed on the terms of the users.

So what this means on terms of my maps, is that my graphical style will keep evolving, and I will be looking forward instead of backward. It also means that this map will not look the same as OE. Who says maps in a map pack need to look the same anyway?

I might be posting more images of my progress. Since I'm new to GIMP, any tips and feedback are most welcome. Also, I will be keeping the old version in the 1st page until I have a full GIMP version ready. If you want to comment on the gameplay (also most welcome), please refer to the old version on the 1st page.
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Re: AOS: Transsib 1913 <v7> p1,4 - let's go again!

Post by theBastard »

[quote="natty_dread"Who says maps in a map pack need to look the same anyway?[/quote]

there is no "need" mentioned.it´s just my opinion ;)

good luck with GIMP. I work with it now. have you Script_Fu installed?
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natty dread
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Re: AOS: Transsib 1913 <v7> p1,4 - let's go again!

Post by natty dread »

Yep, it comes with the package. I also have python installed which apparently can be used to write scripts for gimp. I haven't really looked into it yet, still learning the basics...

Anyway, what about the gameplay?
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Re: AOS: Transsib 1913 <v7> p1,4 - let's go again!

Post by Evil DIMwit »

Does everything in the first post stand as it is? No updates in light of how Orient Express turned out?
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Re: AOS: Transsib 1913 <v7> p1,4 - let's go again!

Post by natty dread »

Evil DIMwit wrote:Does everything in the first post stand as it is? No updates in light of how Orient Express turned out?


I think I'll reduce the objective to both termini + 5 transsib stations. Other than that, I personally think it's pretty much fine, but am of course open to suggestions.
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Re: AOS: Transsib 1913 <v7> p1,4 - let's go again!

Post by Victor Sullivan »

The graphic looks great!... though I'm not a huge fan of the brush strokes... Anyways, keep on a-trucking, natty!
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natty dread
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Re: AOS: Transsib 1913 <v7> p1,4 - let's go again!

Post by natty dread »

Ok thanks, but ... let's get this gameplay sorted so I can get properly working on the graphics.
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Re: AOS: Transsib 1913 <v7> p1,4 - let's go again!

Post by The Bison King »

Haven't looked at this in a while. I'm liking what I see quite a lot. I actually really like the brush strokes.

I think I'll reduce the objective to both termini + 5 transsib stations. Other than that, I personally think it's pretty much fine, but am of course open to suggestions.

It seems to be working well for Orient Express.
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Re: AOS: Transsib 1913 <v7> p1,4 - let's go again!

Post by Evil DIMwit »

West Russia seems really overpowered since it can be defended entirely from Aktobe and Yekater, which adds up to 8+ bonus, and 4 autodeploy, defended from only two points -- not easy to take, with 16 territories, but very dangerous if you can take it. I recommend opening up either Komi-Yamalia or Kirov-Samara.

The other continents look a bit overpowered but they're evenly overpowered, and mostly very open.
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Re: AOS: Transsib 1913 <v7> p1,4 - let's go again!

Post by natty dread »

How about a sea route between Komi & Taymyria?
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Re: AOS: Transsib 1913 <v7> p1,4 - let's go again!

Post by Evil DIMwit »

That works.
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Re: AOS: Transsib 1913 <v7> p1,4 - let's go again!

Post by natty dread »

Ok, that's what I'll do then. Anything else? I'll try to get the new version ready by the end of this week.
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Re: AOS: Transsib 1913 <v7> p1,4 - let's go again!

Post by natty dread »

Progress report - here's where I'm at now:

[bigimg]http://img152.imageshack.us/img152/3200/transsib3.png[/bigimg]
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Re: AOS: Transsib 1913 <v7> p1,4 - let's go again!

Post by Evil DIMwit »

What are the neutral values?
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Re: AOS: Transsib 1913 <v7> p1,4 - let's go again!

Post by natty dread »

Perhaps something like this:

3 transsib station/terminus
2 regular station
2 industrial center

Industrial centers are not separate territories from the land areas, btw.

As in OE, territories that connect to transsib stations will be coded as starting positions (unless they are industrial centers) but this amounts to only 7 starting positions, so starting positions will not be in play in 8 player games.
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Re: AOS: Transsib 1913 <v8> p1,7 - updated

Post by natty dread »

Version 8 is here.

[bigimg]http://img684.imageshack.us/img684/3200/transsib3.png[/bigimg]
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Re: AOS: Transsib 1913 <v7> p1,4 - let's go again!

Post by Evil DIMwit »

natty_dread wrote:As in OE, territories that connect to transsib stations will be coded as starting positions (unless they are industrial centers) but this amounts to only 7 starting positions, so starting positions will not be in play in 8 player games.


Only 7? Not including termini, I count 8.
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natty dread
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Re: AOS: Transsib 1913 <v8> p1,7 - updated style

Post by natty dread »

One is an industrial center.
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Re: AOS: Transsib 1913 <v8> p1,7 - updated style

Post by Evil DIMwit »

Ah, yes, I see. In that case, everything seems to be in order. You might consider giving Korea an extra neutral troop, since it's an industrial center and an independent bonus. Either way, I don't see a reason to keep this map in Gameplay much longer.

(Also, is it 1913, as in the topic title, or 1914, as in the map?)
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natty dread
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Re: AOS: Transsib 1913 <v8> p1,7 - updated style

Post by natty dread »

Oo. Sticky. Neat! Thanks! :)

Heh, I've been switching between 1913 and 1914 for the year the map is situated in. Thing is, I'm not really sure when exactly the Transsib line was finished - it's either 1913 or 1914. But WWI starts at 1914 and I wouldn't want the map to be confused with a WWI map... but then I thought, better to be safe with the year and if anyone asks, this map happens in the spring of 1914, just before the start of WWI. ;)

And yeah, extra neutral for Korea sounds good.
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